Posted October 15, 2020
Ranged Weapons and Ammo
Onyx Blaster
Damage decreased by 4
Use time increased from 45 to 48
Quad-Barrel Shotgun
Damage decreased from 24 to 17
Projectile count increased from 4 to 6
Use time increased from 45 to 55
The Arms Dealer now only sells this after Skeletron
Stake Launcher
Use time decreased from 26 to 12
Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Blowpipe
Use time decreased from 45 to 25
Increased Seed (Ammo) damage from 3 to 4
Jack 'O Lantern Launcher
Use time decreased from 30 to 25
Exploding Jack 'O Lanterns (Ammo) damage increased from 30 to 60
Dart Pistol/Dart Rifle (Revision/re-assessment of 1.4 changes)
The balance changes made to the Dart Pistol and Dart Rifle in 1.4 are being reverted
However, the changes made to the ammo (Crystal, Cursed, and Ichor) are being left as-is
Tsunami
Damage decreased from 60 to 53
Nano Bullets
Can now bounce once, and will "Smart Bounce" at a nearby target if one is in range
Post-bounce bullets only deal 66% damage
Beenades
Damage reduced from 14 to 12
Bone Arrows
Damage increased 6 to 8
Chlorophyte Bullets
Damage decreased from 10 to 9
Cursed Bullets
Increased speed to match Ichor Bullets
Also, see Debuffs section for details of Cursed Inferno changes
Meteor Shot
Damage decreased from 9 to 8
Reworked the immunity time system of Meteor Shot so rapid fire/shotgun-type weapons using it are unlikely to result in bullets missing due to immune frames
High Velocity Bullets
Damage increased from 10 to 11
Projectile now pierces twice, hitting up to 3 enemies
Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
Immunity time system matches the revised Meteor Shot; rapid fire weapons using HV Bullets should not have issues with immune frames
Crystal Bullets
Only generate 2 shards on impact instead of 3
Jester's Arrows
Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Unholy Arrows
Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
Magic Weapons
Life Drain
Damage increased from 30 to 35
Like Medusa Head, should now no longer consume mana when being used but not hitting anything
Nightglow
Mana cost decreased from 26 to 23
Projectiles can now bounce, improving their performance against enemies on the ground (instead of causing the projectiles to break when impacting the floor)
Shadowbeam Staff
Damage increased from 53 to 60
Use time decreased from 16 to 15
Damage reduction for each target hit reduced from 20% to 10%
Unholy Trident
Damage increased from 73 to 88
Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Poison Staff
Ranged increased slightly, from roughly 30 to 37 blocks
Venom Staff
Ranged increased slightly, from roughly 45 to 58 blocks
Medusa Head
Range of effect increased by 25%
Crystal Vile Shard
Now ignores up to 10 enemy defense
Nettle Burst
Now ignores up to 10 enemy defense
Wasp Gun
Wasps now ignore up to 10 enemy defense
Razorblade Typhoon
Previously, this weapon fired two projectiles for every use, consuming mana only once. Now it only fires one projectile for the same mana cost and Use time.
However, that projectile now deals 50% more (increased from 60 to 90)
Magical Harp
Damage increased from 32 to 42
Knockback increased from 0 to 0.25 (in other words, it now has knockback)
Mana cost increased from 4 to 5
Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
Blood Thorn
Damage increased from 29 to 34
Each projectile can now hit a third time (previously they could only hit twice)
Reworked the immunity time system for this projectile so that it hits more often, conflicting with itself less
Use time increased from 21 to 33
Magic Missile
Use time decreased from 18 to 22
Mana cost increased from 12 to 14
Flamelash
Damage decreased from 36 to 32
Mana cost increased from 18 to 21
Flower of Fire
Use time decreased from 20 to 16
Mana cost decreased from 15 to 12
Space Gun
Damage decreased from 19 to 17
Mana cost decreased from 7 to 6
Charged Blaster Cannon
The player can now aim the beam when it is in the full beam mode
Betsy's Wrath
Damage increased from 65 to 110
Stellar Tune
Damage increased from 75 to 85
Summoning Weapons
Whips Damage Penalty on multiple targets
Whip Damage penalty per target struck has been reduced for most whips
Cool Whip's damage penalty is reduced from 33% to 30%
Durendal's damage penalty is reduced from 30% to 20%
Morning Star's damage penalty is reduced from 25% to 5% (due to its heavy hitting nature, it's almost absent)
Dark Harvest's damage penalty is reduced from 30% to 10%
Kaleidoscope's damage penalty is reduced from 15% to 10%
Whip Range
Every whip (except for Leather Whip) has had a range increase
This increase is the smallest with earlier whips (Snapthorn only roughly 10% longer) and larger with later whips (several late game whips have a roughly 50% increase)
Whips + Flasks
Whips can now gain the benefits of Flask buffs
Leather Whip
Is now purchasable from the Zoologist at 10% completion instead of 15%, as 15% too often left it more efficient to just sequence break to the Jungle to obtain Snapthorn
Finch Staff
Finch should now be somewhat more reliable/accurate with hitting its targets. However, due to how early it is obtained, it is intentionally a little inaccurate, as this is part of its balancing.
Enemies knocked back by Finches should almost always be knocked away from the player now, regardless of the angle of the Finch
Optic Staff
Technically a bug, but Retinamini's lasers were accidentally not set to use independent immunity timers, which meant that they were still conflicting with other piercing attacks, while the 1.4 changelog had indicated otherwise. This has been fixed, which should result in less immune-frame time for Retinamini lasers.
Sanguine Staff
The attack speed of Sanguine Bats has been increased from 60 to 66 (this is how long it takes to make their attack circuit)
Xeno Staff
Fire rate cooldown increased from 30 to 33 (roughly 10% slower attack speed)
Tempest Staff
Fire rate cooldown decreased from 60 to 50 (roughly 20% faster attack speed)
Projectile Speed of the Sharkrons increased from 14 to 20
Movement speed of the Tempests themselves increased by 50%, so they can chase after enemies more quickly
Onyx Blaster
Damage decreased by 4
Use time increased from 45 to 48
Quad-Barrel Shotgun
Damage decreased from 24 to 17
Projectile count increased from 4 to 6
Use time increased from 45 to 55
The Arms Dealer now only sells this after Skeletron
Stake Launcher
Use time decreased from 26 to 12
Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Blowpipe
Use time decreased from 45 to 25
Increased Seed (Ammo) damage from 3 to 4
Jack 'O Lantern Launcher
Use time decreased from 30 to 25
Exploding Jack 'O Lanterns (Ammo) damage increased from 30 to 60
Dart Pistol/Dart Rifle (Revision/re-assessment of 1.4 changes)
The balance changes made to the Dart Pistol and Dart Rifle in 1.4 are being reverted
However, the changes made to the ammo (Crystal, Cursed, and Ichor) are being left as-is
Tsunami
Damage decreased from 60 to 53
Nano Bullets
Can now bounce once, and will "Smart Bounce" at a nearby target if one is in range
Post-bounce bullets only deal 66% damage
Beenades
Damage reduced from 14 to 12
Bone Arrows
Damage increased 6 to 8
Chlorophyte Bullets
Damage decreased from 10 to 9
Cursed Bullets
Increased speed to match Ichor Bullets
Also, see Debuffs section for details of Cursed Inferno changes
Meteor Shot
Damage decreased from 9 to 8
Reworked the immunity time system of Meteor Shot so rapid fire/shotgun-type weapons using it are unlikely to result in bullets missing due to immune frames
High Velocity Bullets
Damage increased from 10 to 11
Projectile now pierces twice, hitting up to 3 enemies
Applies a 15% damage penalty to the next hit for each enemy a projectile pierces
Immunity time system matches the revised Meteor Shot; rapid fire weapons using HV Bullets should not have issues with immune frames
Crystal Bullets
Only generate 2 shards on impact instead of 3
Jester's Arrows
Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Unholy Arrows
Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
Magic Weapons
Life Drain
Damage increased from 30 to 35
Like Medusa Head, should now no longer consume mana when being used but not hitting anything
Nightglow
Mana cost decreased from 26 to 23
Projectiles can now bounce, improving their performance against enemies on the ground (instead of causing the projectiles to break when impacting the floor)
Shadowbeam Staff
Damage increased from 53 to 60
Use time decreased from 16 to 15
Damage reduction for each target hit reduced from 20% to 10%
Unholy Trident
Damage increased from 73 to 88
Applies a 10% damage penalty to the next hit for each enemy a projectile pierces
Poison Staff
Ranged increased slightly, from roughly 30 to 37 blocks
Venom Staff
Ranged increased slightly, from roughly 45 to 58 blocks
Medusa Head
Range of effect increased by 25%
Crystal Vile Shard
Now ignores up to 10 enemy defense
Nettle Burst
Now ignores up to 10 enemy defense
Wasp Gun
Wasps now ignore up to 10 enemy defense
Razorblade Typhoon
Previously, this weapon fired two projectiles for every use, consuming mana only once. Now it only fires one projectile for the same mana cost and Use time.
However, that projectile now deals 50% more (increased from 60 to 90)
Magical Harp
Damage increased from 32 to 42
Knockback increased from 0 to 0.25 (in other words, it now has knockback)
Mana cost increased from 4 to 5
Applies a 5% damage penalty to the next hit for each enemy a projectile pierces
Blood Thorn
Damage increased from 29 to 34
Each projectile can now hit a third time (previously they could only hit twice)
Reworked the immunity time system for this projectile so that it hits more often, conflicting with itself less
Use time increased from 21 to 33
Magic Missile
Use time decreased from 18 to 22
Mana cost increased from 12 to 14
Flamelash
Damage decreased from 36 to 32
Mana cost increased from 18 to 21
Flower of Fire
Use time decreased from 20 to 16
Mana cost decreased from 15 to 12
Space Gun
Damage decreased from 19 to 17
Mana cost decreased from 7 to 6
Charged Blaster Cannon
The player can now aim the beam when it is in the full beam mode
Betsy's Wrath
Damage increased from 65 to 110
Stellar Tune
Damage increased from 75 to 85
Summoning Weapons
Whips Damage Penalty on multiple targets
Whip Damage penalty per target struck has been reduced for most whips
Cool Whip's damage penalty is reduced from 33% to 30%
Durendal's damage penalty is reduced from 30% to 20%
Morning Star's damage penalty is reduced from 25% to 5% (due to its heavy hitting nature, it's almost absent)
Dark Harvest's damage penalty is reduced from 30% to 10%
Kaleidoscope's damage penalty is reduced from 15% to 10%
Whip Range
Every whip (except for Leather Whip) has had a range increase
This increase is the smallest with earlier whips (Snapthorn only roughly 10% longer) and larger with later whips (several late game whips have a roughly 50% increase)
Whips + Flasks
Whips can now gain the benefits of Flask buffs
Leather Whip
Is now purchasable from the Zoologist at 10% completion instead of 15%, as 15% too often left it more efficient to just sequence break to the Jungle to obtain Snapthorn
Finch Staff
Finch should now be somewhat more reliable/accurate with hitting its targets. However, due to how early it is obtained, it is intentionally a little inaccurate, as this is part of its balancing.
Enemies knocked back by Finches should almost always be knocked away from the player now, regardless of the angle of the Finch
Optic Staff
Technically a bug, but Retinamini's lasers were accidentally not set to use independent immunity timers, which meant that they were still conflicting with other piercing attacks, while the 1.4 changelog had indicated otherwise. This has been fixed, which should result in less immune-frame time for Retinamini lasers.
Sanguine Staff
The attack speed of Sanguine Bats has been increased from 60 to 66 (this is how long it takes to make their attack circuit)
Xeno Staff
Fire rate cooldown increased from 30 to 33 (roughly 10% slower attack speed)
Tempest Staff
Fire rate cooldown decreased from 60 to 50 (roughly 20% faster attack speed)
Projectile Speed of the Sharkrons increased from 14 to 20
Movement speed of the Tempests themselves increased by 50%, so they can chase after enemies more quickly
Post edited October 15, 2020 by Blade01